使い魔

使い魔のアーキタイプ Familiar Archetypes

AmbassadorアーキタイプApex Species

出典 Ultimate Wilderness 210ページ

An ambassador speaks on its master’s behalf and sometimes on behalf of its master’s patron or other extraplanar contacts.

Special Requirement:An ambassador familiar must be able to speak at least one language, either as a special familiar ability(as in the case of a raven or thrush) or by being an improved familiar. A familiar that can’t speak(or can speak only to its master or other animals) can’t be an ambassador.

Ambassador Skills:An ambassador treats Bluff, Diplomacy, and Intimidate as class skills.

Persuasive(変則)/Persuasive:An ambassador gains Persuasive as a bonus feat.

This replaces alertness.

Enhanced Personality(変則)/Enhanced Personality:An ambassador gains a Charisma score equal to the typical Intelligence score of a familiar of its level, if that would be higher than its normal Charisma score. The familiar’s Intelligence score remains 6(or its normal starting Intelligence for an improved familiar) and doesn’t increase by level.

This replaces the familiar’s Intelligence score advancement.

Animal ExemplarアーキタイプAnimal Exemplar

出典 Ultimate Wilderness 210ページ

An animal exemplar is a paragon of its species, able to command the loyalty of others of its kind.

Special Requirement:An animal exemplar familiar cannot be an improved familiar, plant, vermin, or other nonanimal themed familiar.

Animal Exemplar Skills:An animal exemplar treats Handle Animal as a class skill.

Influence Animals(変則擬呪)/Influence Animals:An animal exemplar gains speak with animals with respect to others of its kind at 3rd level instead of 7th level. At 7th level, it gains the ability to influence animals of its kind, as per the wild empathy ability of a druid of its master’s level with a +4 racial bonus on the check, but only for animals of its kind. At 11th level, it can cast charm animal three times per day as a spell-like ability against animals of its kind, and at 13th level, it can cast dominate animal once per day as a spell-like ability against animals of its kind.

This alters speak with animals of its kind and replaces deliver touch spells, spell resistance, and scry on familiar.

Arcane AmplifierアーキタイプArcane Amplifier

出典 Wilderness Origins 20ページ

The secret of the arcane amplifier familiar was first discovered in Irrisen, where the winter witches used white-furred foxes or hares to strengthen their spells. More recently, the practice has spread to Nex and Cheliax, and to haunted Ustalav where necromancers use black-eyed ravens for their spells.

Echo(超常)/Echo:Once per day when delivering a touch spell, an arcane amplifier can apply the Extend Spell metamagic feat to the spell. An arcane amplifier can use this ability twice per day at 8th level, and three times per day at 13th level.

This replaces Alertness and improved evasion.

Reverberate(超常)/Reverberate:At 7th level, once per day when delivering a touch spell, an arcane amplifier can apply either the Empower Spell metamagic feat to the spell or use the Heighten Spell metamagic feat to increase its spell level by 2. An arcane amplifier can use this ability twice per day at 11th level.

This replaces speak with animals of its kind and spell resistance.

Resonate(超常)/Resonate:At 13th level, once per day when delivering a touch spell, an arcane amplifier can apply the Maximize Spell metamagic feat to the spell.

This replaces scry on familiar.

An arcane amplifier can apply only one metamagic effect to a single casting of a spell using its echo, reverberate, or resonate abilities.

Bloodline FamiliarsアーキタイプBloodline Familiars

出典 Familiar Folio 16ページ

Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar(as a wizard’s familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master’s bloodline.

This replaces the 1st-level bloodline power granted by the character’s bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on.

GMs may use the following bloodline familiar abilities as written, or employ them as guidelines for devising bloodline familiar abilities for bloodlines not listed below.

AberrantSqueezer(変則)/Squeezer:The familiar gains the compression ability, allowing it to move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

AbyssalGrotesque Appendages(変則)/Grotesque Appendages:The damage dice of each of the familiar’s natural attacks increases by one die step.

ArcaneSpell Catalyst(超常)/Spell Catalyst:Spells you cast that target your familiar are treated as having a caster level 2 levels higher than your actual caster level.

CelestialHeavenly Touch(超常)/Heavenly Touch:A number of times per day equal to 3 + your Charisma modif ier, your familiar can grant fast healing 1 to an allied creature it’s touching. This effect lasts a number of rounds equal to your Charisma modif ier(minimum 1) or until the familiar stops touching the creature, whichever comes first. At 10th level, the familiar grants fast healing 2 instead. At 20th level, the familiar grants fast healing 3 instead.

DestinedForetold Touch(超常)/Foretold Touch:The familiar gains a +1 luck bonus on attack rolls to deliver touch spells, and the 難易度 of touch spells delivered by the familiar increases by 1. These benefits increase by 1 at 10th level and again at 20th level.

DraconicDragon’s Flight(変則)Dragon’s Flight:The familiar can sprout draconic wings, granting it a fly speed of 30 feet with average maneuverability for a number of minutes per day equal to 1/2 your caster level(minimum 1). These minutes need not be consecutive, but they must be spent in 1-minute increments. At 10th level, the familiar’s fly speed increases to 60 feet with good maneuverability. At 20th level, the familiar’s fly speed increases to 90 feet.

ElementalDualistic Energy(超常)/Dualistic Energy:When your familiar delivers a touch spell that deals energy damage of a type other than your chosen energy type, your familiar can choose to alter the spell so that half of the energy damage dealt is of the spell’s original type and the other half is of your chosen energy type.

FeyAmusing Familiar(超常)/Amusing Familiar:The familiar can fascinate other creatures as the fascinate bardic performance, treating your caster level as its bard level and using your Charisma modifier for the purpose of calculating the Will save 難易度. The familiar cannot perform any other actions while using this ability.

InfernalHellish Aura(超常)/Hellish Aura:Animals don’t willingly approach the familiar unless the animal’s master succeeds at a 難易度 15 Handle Animal, Ride, or wild empathy check. This 難易度 increases to 20 at 10th level, and to 25 at 20th level. Animal companions, familiars and mounts are immune to this effect.

UndeadUnliving Physiology(超常)/Unliving Physiology:The familiar is alive, but is treated as undead for all effects that affect undead differently from living creatures, such as cure spells and channeled energy.

DecoyアーキタイプDecoy

出典 Familiar Folio 10ページ

A decoy misdirects its master’s enemies, allowing the master to strike by surprise.

クラス技能A decoy treats Bluff as a class skill.

Deceitful/Deceitful:A decoy gains Deceitful as a bonus feat. This replaces alertness.

Mockingbird(変則)/Mockingbird:At 5th level, a decoy can speak any of its master’s languages. At 7th level, it can mimic its master’s voice and intonation perfectly. This ability replaces speak with master and speak with animals of its kind.

Master’s Guise(擬呪)/Master’s Guise:At 11th level, a decoy can transform into a perfect likeness of its master, as the alter self spell. It can hold this form for up to 1 minute per caster level; upon changing back, the decoy must remain in its natural form for an equal amount of time before transforming again. This ability replaces spell resistance.

Elemental FamiliarアーキタイプElemental Familiar

出典 Plane-Hopper's Handbook 26ページ

The raw power of an elemental plane suffuses the body of an elemental familiar.

Elemental Type(変則)Elemental Type:An elemental familiar gains a subtype that matches its element:air, earth, fire, or water.

Elemental Manifestation(変則)Elemental Manifestation:An elemental familiar gains one or more special abilities based on its element. An air familiar gains a fly speed of 20 feet(good maneuverability); an air familiar that already has a fly speed instead improves its maneuverability by one category or increases its fly speed by 10 feet. An air familiar is considered three size categories larger than its actual size when calculating whether it can be moved by wind. An earth familiar increases the natural armor bonus it gains from its master’s class level by 50%(minimum +1). A fire familiar can spit a globule of fire as a ranged touch attack once every 1d4 rounds; this attack has a range of 30 feet and deals 1d4 fire damage for every 3 character levels the master has. A water familiar can breathe underwater and gains a swim speed of 20 feet; a water familiar that already has a swim speed instead increases its swim speed by 10 feet. A water familiar also gains a bonus to its 戦技防御値 when resisting bull rush, drag, reposition, and trip combat maneuvers; this bonus is equal to the natural armor adjustment gained from its master’s level.

This replaces improved evasion.

Elemental Speech(変則)Elemental Speech:An elemental familiar gains the ability to speak and understand a language based on its element:Aquan(water), Auran(air), Ignan(fire), or Terran(earth).

This ability replaces speak with animals of its kind.

Occult MessengerアーキタイプOccult Messenger

出典 Wilderness Origins 21ページ

Some familiars are messengers of greater powers than themselves. The witch’s familiar comes from her patron and the emissary is the servant of a god, but the occult messenger is envoy of an odder power still.

See the Unseen(変則)/See the Unseen:While an occult messenger is within arm’s reach, the master gains the Psychic Sensitivity feat.

This replaces Alertness.

Teacher from Afar(変則)/Teacher from Afar:When the occult messenger’s master uses a psychic skill unlock while the occult messenger is within arm’s reach, the master gains a competence bonus on skill unlocks equal to half the occult messenger’s level.

This replaces deliver touch spells.

ParasiteアーキタイプParasite

出典 Wilderness Origins 21ページ

Most familiars are still something akin to normal animals, conduits for power rather than powers themselves. The parasite is one of the more disturbing exceptions.

Infest(超常)/Infest:As a full-round action, a parasite can infest a willing or helpless target at least two size categories larger than the parasite. This deals 1d6 points of Constitution damage as the parasite burrows through viscera before attaching itself to the target’s brain or spinal cord(or equivalent). There, the parasite curls up, with no ability to see or hear anything itself, but with access to its host’s senses.

Despite the gaping wound, this process is curiously painless. Assuming that the location of the wound and the resultant blood is not obvious(most parasites infest from the back for this reason), the victim must succeed at a Heal or Sense Motive check opposed by the familiar’s Bluff check to notice that something is amiss.

Removing a parasite requires a successful Heal check opposed by the familiar’s Stealth check, or a successful casting of break enchantment against a 難易度 of 11 + the parasite’s level. If successful, the parasite is destroyed. The parasite can leave the host willingly as a full-round action. If the host is killed, the parasite must succeed at a 難易度 20 Fortitude save or be killed as well.

This replaces improved evasion and share spells.

Puppeteer(擬呪)/Puppeteer:Beginning at 3rd level, the parasite can attempt to control its host once per day. This functions as suggestion. At 7th level, the parasite can use this ability to replicate dominate person instead. At 15th level, the parasite can replicate dominate monster. The 難易度 for this ability is calculated as if the parasite’s master had cast the spell(defaulting to Charisma if the owner has no spellcasting ability).

This replaces deliver touch spells, speak with animals of its kind, spell resistance, and scry on familiar.

Patron FamiliarsアーキタイプPatron Familiars

出典 Familiar Folio 17ページ

Witches’ familiars are often tied to their patrons, enhancing and reinforcing the spellcasters’ connections to the sources of their magical might. Just as a sorcerer can gain a bloodline familiar, a witch can gain a patron familiar by choosing one at 1st level in place of her standard familiar. A patron familiar acts in all ways like a standard witch’s familiar, with the addition of the special ability indicated below according to the witch’s patron. In addition, the witch gains her patron spells 1 level later than she normally would—gaining the patron spell she’d normally receive at 2nd level at 3rd level instead, and so on.

Agility—Supernatural Speed(Su):The familiar is incredibly fast for its type. It gains an enhancement bonus of +10 feet to each of its movement speeds. This bonus increases to +20 feet at 10th level, and to +30 feet at 20th level.

Animals—Animal Speaker(Su):The familiar gains the ability to speak with animals of its kind at 1st level. If it would normally gain this ability at 7th level, the familiar gains the ability to speak with all animals(as though constantly under the effects of speak with animals) at 7th level.

Deception—Distracting(Su and Sp):The familiar gains Bluff and Sense Motive as class skills. At 10th level, the familiar can throw its voice at will, as if using ventriloquism.

ElementsElemental Touch(Su):Choose an energy type:acid, cold, electricity, or fire. The familiar gains resistance 5 to the selected energy type. Whenever the familiar delivers a touch spell that deals energy damage, it can change the type of energy damage dealt to the selected energy type.

Endurance—Endure Afflictions(Su):The familiar is unnaturally talented at resisting bodily corruption. The familiar and any ally touching it gains a +2 resistance bonus on saving throws against nonmagical poisons and diseases. At 10th level, this bonus also applies against magical diseases and poisons. At 20th level, this bonus also applies against curses.

Plague—Diseased Touch(Ex):Once per day, the familiar can inflict filth fever with its natural attacks for 1 round. At 10th level, the familiar can inflict red ache instead. At 20th level, it can inflict demon fever instead. See page 557 of the Pathfinder RPG Core Rulebook for details on these diseases. The familiar may be able to inflict other injury diseases instead at the GM’s discretion.

Shadow—Fearsome Shadows(Sp):Once per day, the familiar can use cause fear as a spell-like ability as long as it is in an area of normal or dim light, affecting a single living creature with a number of Hit Dice up to the familiar’s Intelligence score. Thus, creatures normally immune to cause fear because they have 6 or more Hit Dice may not be immune to the familiar’s cause fear spell-like ability.

Strength—Strength of Mind(Su):A number of times per day equal to its master’s Intelligence modifier(minimum once per day), the familiar can swap its Strength and Intelligence scores as a standard action. This effect lasts for a number of rounds equal to 1/2 the master’s caster level.

Transformation—Shapechanging Familiar(Su):The familiar is able to transform itself. For a number of minutes per day equal to its master’s witch level, the familiar can alter its appearance so that it looks like a different creature of its type and size. The duration doubles at 8th level, and triples at 16th level. This duration need not be consecutive, but it must be used in 1 minute increments. For instance, a cat familiar could appear as any Tiny animal. This change is purely cosmetic, and doesn’t alter the familiar’s statistics.

Trickery—Familiar’s Illusions(Sp):The familiar has a mischievous predilection toward simple illusions. Once per day, the familiar can use a 0-level illusion spell on its master’s spell list as a spell-like ability. At 10th level, it can also use a 1st-level illusion spell on its master’s spell list once per day. At 20th level, it can also use a 2nd-level illusion spell on its master’s spell list once per day.

Water—Amphibious Familiar(Su):The familiar can breathe water for a number of minutes per day equal to 1/2 its master’s witch level. These minutes need not be consecutive, but they must be spent in 1-minute intervals. If the familiar can already breathe water, it can breathe air for the same duration. At 10th level, the familiar gains a swim speed of 30 feet(or a land speed of 30 feet if it already has a swim speed) while using this ability. At 20th level, the familiar can move through water as though under the effects of freedom of movement while using this ability.

Wisdom—Preternatural Wisdom(Su):The familiar gains a Wisdom score of 6. This score increases by 1 point at 3rd level and every 2 levels thereafter(at the same rate as its Intelligence score). This may cause a familiar whose Wisdom score is typically higher than 6 to start with a lower Wisdom score than normal.

School FamiliarアーキタイプSchool Familiar

出典 Familiar Folio 14ページ

School familiars are tightly bound to the power of their master’s chosen school of magic. A school familiar cannot have any other familiar archetype(see page 10). At the GM’s discretion, other schools of magic(such as elemental arcane schools from Pathfinder RPG Ultimate Magic) may have their own school familiars.

School Link(超常)/School Link:A school familiar can use the share spells and deliver touch spells abilities only with spells of its master’s specialized arcane school.

School Cantrip(擬呪)/School Cantrip:A school familiar can cast at will one cantrip selected from its associated arcane school, using its master’s caster level.

Specialty Stowaway(擬呪あるいは超常)/Specialty Stowaway:A school familiar can use any granted abilities of its master’s arcane school that have a limited number of uses or rounds per day, expending twice the number of uses or rounds as usual.

{Lesser School Power/Lesser School Power:A school familiar gains the lesser school power matching its associated arcane school.

Greater School Power/Greater School Power:A school familiar whose master has taken the Greater School Familiar feat gains the indicated greater school power of its associated arcane school.

Abjuration

An abjurer’s familiar is an invaluable defensive aid.

Lesser—Energy Block(Su):Choose an energy type:acid, cold, electricity, fire, or sonic. The familiar gains energy resistance equal to 1/2 its master’s level(minimum 1) to the chosen energy type and can share this resistance with one ally within 5 feet. As a standard action, the familiar’s master can change this energy type. The familiar is immune to magic missile as if protected by shield.

Greater—Disruptive Spirit(Su):Whenever the familiar hits a creature with a natural attack, that creature is subject to a targeted dispel magic effect at the master’s caster level. This ability can’t be used while delivering a touch spell, and can’t affect the same creature more than once in 24 hours.

Conjuration

Conjurers’ familiars are masters of teleportation that can inhabit the bodies of summoned creatures.

Lesser—Master’s Side(Sp):The familiar can use dimension door to return to its master’s side a number of times per day equal to 3 + its Intelligence modifier(minimum once per day).

Greater—Summoned Shell(Sp):Whenever the familiar’s master casts a summon monster spell, if the familiar is within the spell’s range, it can choose to inhabit the body of one creature summoned by the spell. While inhabiting the body, the familiar maintains its own Intelligence, Wisdom, and Charisma scores and its familiar powers, but otherwise gains the statistics and abilities of the summoned creature. When the spell ends, or the summoned creature’s hit points are reduced to 0, the familiar is expelled without suffering any negative effects.

Divination

A diviner’s familiar complements its master’s prescience.

Lesser—Ever Ready(Su):At the start of combat, the familiar and its master each roll initiative separately, and the master can choose to trade his initiative result with his familiar’s. The familiar gains the benefits of the diviner’s forewarned school power and can always act on the surprise round.

Greater—Greater Scry on Familiar(Sp):The master gains the scry on familiar ability(if he doesn’t already possess it), and can use it at will as greater scrying.

Enchantment

Enchanters’ familiars are devious manipulators capable of aiding in charms and compulsions.

Lesser—Manipulative Abettor(Su):If the familiar’s master casts an enchantment spell while targeting a creature whose square is also occupied by his familiar, the save 難易度 of the spell is increased by 2.

Greater—Puppet Master(Su):The familiar can strongly inf luence a creature through physical contact. Once per day, the familiar can make a melee touch attack against a creature and force it to make a Will save(難易度 = 10 + 1/2 the familiar’s Hit Dice + its Charisma modifier) or be affected as if by charm monster. The effect lasts for as long as the familiar remains conscious and within 5 feet of the target(to a maximum of 24 hours). As soon as the effect ends, the freed victim is forever immune to that familiar’s puppet master ability.

Evocation

Evocation familiars boost and manipulate energy spells.

Lesser—Energy Boost(Su):Choose an energy type:acid, cold, electricity, or fire. The familiar gains resistance 10 to the selected energy type. Whenever an ally casts an evocation spell that has the chosen energy type as a descriptor while within 5 feet of the familiar, the spell deals bonus energy damage equal to its spell level.

Greater—Eldritch Battery(Su):The familiar becomes immune to the energy type chosen for its energy boost ability. If the familiar’s master casts an evocation spell that has that energy type as a descriptor, and targets the familiar or includes it in the spell’s area, the familiar can choose to absorb the spell. Instead of the spell’s normal effect, the familiar gains the spell(including any metamagic feats applied to it) as a spell-like ability. It can use this ability once, at half the spell’s original caster level. If the halved caster level is insufficient to cast a spell of that level, the familiar doesn’t gain the spell as a spell-like ability. The effect fades after 1 minute if not used.

Illusion

Illusion school familiars can control their master’s illusions and create impressive illusions of their own.

Lesser—Illusory Maestro(Su):As a move action, the familiar’s master can transfer control of any illusion spell that requires concentration to the familiar. The familiar’s affinity for illusions also enhances the quality of the illusion, increasing the illusion’s save 難易度(if any) by 1 for as long as the familiar concentrates on the spell.

Greater—Phantom Swarm(Su):As a standard action, the familiar can conjure hundreds of illusory duplicates of itself. The familiar can direct the phantom swarm as a normal swarm by moving along with it. The familiar gains a swarm attack that deals 1d6 points of damage with a distraction 難易度 equal to 10 + the familiar’s Constitution modifier. Opponents who fail to disbelieve the effect(Will 難易度 = 10 + 1/2 the master’s level + the familiar’s Charisma modifier) treat the familiar as if it had the swarm subtype. The familiar takes any damage dealt to the swarm, including extra damage from area attacks, though it takes only half damage from slashing and piercing weapons. Creatures who successfully disbelieve the swarm are immune to the swarm’s effects and can target the familiar as an individual creature. Only Tiny or smaller familiars can use this ability. This is an illusion(shadow) effect.

Necromancy

Necromancers’ familiars are scions of undeath.

Lesser—Spirit Warden(Su):Whenever the familiar successfully uses aid another to aid an attack, that attack deals full damage to incorporeal creatures. When encountering a haunt, the familiar always acts on the surprise round, and can make touch attacks against the haunt that deal 1d6 points of damage per 2 levels its master possesses.

Greater—One With the Negative(Su):The familiar is healed by negative energy as if undead. It is immune to energy drain. It’s constantly affected by hide from undead; if it breaks this effect by attacking, it can activate the effect again as a standard action. Whenever the familiar hits a living creature with a natural attack, that creature gains 1 negative level. A given creature can receive a negative level from the familiar only once per day.

Transmutation

A transmutation familiar is capable of protecting its master’s effects as well as shapeshifting.

Lesser—Dispel Bait(Su):As a standard action, the familiar’s master can expend a spell or an open spell slot to imbue the familiar with the ability to protect his transmutations. Whenever one of the master’s transmutations would be successfully dispelled, if the familiar is within 10 feet of the transmutation effect and the imbued spell slot is of a level equal to or higher than the transmutation, the familiar can choose to lose the imbued spell slot to prevent the transmutation effect from being dispelled. The familiar can be imbued with only one dispel bait effect at a time.

Greater—Infinite Forms(Su):Once per day as a standard action, the familiar can transform into any animal familiar(but not an improved familiar), losing all of its racial abilities and becoming a typical familiar of the chosen type, including granting a different familiar bonus to its master.


全文検索 目的別索引